Just unlocked the Lancer... how to manage the overheating?
#26
Posté 21 novembre 2013 - 10:08
#27
Posté 21 novembre 2013 - 11:30
dr_random wrote...
Try to get a feel for it
Mag Mod
Headshotz
Ammo Powers
This. Just use the gun. After you use the Lancer for awhile, you'll get a feeling for when you need to let go of the trigger without overheating it.
#28
Posté 21 novembre 2013 - 11:41
Try using a character with weapon stability bonus first or use a stability mod/gear, it helps a lot.
#29
Posté 21 novembre 2013 - 11:44
Modifié par maaaad365, 21 novembre 2013 - 11:44 .
#30
Posté 21 novembre 2013 - 12:16
Heldarion wrote...
Don't expect too much from it.
This. Most no ammo weapons don't get really good till they become high level.
#31
Posté 21 novembre 2013 - 01:13
Use a power
Burst fire
Use a power. Just keep at it you will get it.
#32
Posté 21 novembre 2013 - 04:30
Reviving wrote...
By the way if you overheat and you can't wait 5 secs for it to cooldown you can immediately begin recharge by using a thermal clip pack. You still have to wait for it to completely refill but you can skip the 5-sec "burning gun" animation.
Thanks! That's a good idea.. Didn't know I could do that...
#33
Posté 21 novembre 2013 - 04:41
prostheticlimbs wrote...
use it on a caster. Do not use it on a ROF increase class until you can handle the ammo amount. Don't fire it forever, it is not the forever gun.
this if you are taking a break to cast a power every 3-4 seconds you should never have a problem with overheating
#34
Posté 21 novembre 2013 - 04:42
#35
Posté 21 novembre 2013 - 05:11
At level 10 it becomes decent. Its not great, its not awesome - but it is decent.
Use the thermal clip mod - this is mandatory. Consider it a design flaw. Rather than be able to improve weapons in ways you like, you have to apply mods just to make the POS be able to kill anything.
Fire for effect, go for headshots. Its a good gun on some classes, if you boost the damage as much as can be done (legitly). You will get used to the ammo reserve. If it does overheat just let it do its animation, its not like the old guns in ME1 where you can switch it out - even though it supposedly is one of them.
#36
Posté 21 novembre 2013 - 05:18
#37
Posté 21 novembre 2013 - 06:19
Eventually you learn by how long you've held down the trigger when you should stop shooting to let it recharge.
I use it with the HFS.
Modifié par Uh Cold, 21 novembre 2013 - 06:19 .
#38
Posté 21 novembre 2013 - 06:22
Use this. It's Megabeast's SI lancer build. Easy headshots which reduce ammo waste and ED to help stop the enemy and reduce the amount of ammo to dispatch shielded foes. It should help a lot with the reduced ammo you're going to have at a low level. Stability is your choice, if you find you don't need it add the damage barrell instead.
#39
Posté 21 novembre 2013 - 08:07
Modifié par DisturbedPsic0, 21 novembre 2013 - 08:12 .
#40
Posté 21 novembre 2013 - 08:49
#41
Posté 21 novembre 2013 - 08:55
After a couple of matches you get a feeling for the perfect timing.
#42
Posté 21 novembre 2013 - 09:51
Thermal clip gives you a great damage boost for (10 secs?) so also useful for bosses.
Actually feels weird if you have been using the Lancer a bit and then change to a gun like the Harrier .They remind you how dependant they are on ammo boxes
Modifié par stricko, 21 novembre 2013 - 09:52 .
#43
Posté 21 novembre 2013 - 10:25
Fire a short burst then cast throw to quickly kill mooks with 6+1 FE's, the constant spamming of throw should (hopefully) prevent you from overheating the lancer.
Against bosses add warp to the mix to add BE's and incendiary cheese.
While the bosses shields/bariers are up, use warp->throw combo as usual, with gunfire inbetween to boost DPS, once the boss is down to armour switch to:
Gunfire(ammo prime)->Warp(FE +Biotic prime)->Gunfire(Ammo prime)->Throw(FE)->throw(BE)
It's workable with a low level lancer, but it gets a lot better as the lancer levels up due to the bigger mag.
Build:kalence.drupalgardens.com/me3-builder#41!1D11555!!63251363!5FDA5G
#44
Posté 21 novembre 2013 - 10:56
Use it on characters with increased ammo capacity, i.e. Juggernaut, BatSol or Destroyer. It will increase the clip size and pretty much make it a normal Assault Rifle (well, as long as you don't spray it everywhere)...you probably won't run the clip down completely
I also like it on the Vorcha Sentinel. Granted, I like everything on the sexy love-monster, but because I spam Flamer like there's no tomorrow, I only fire weapons in bursts, and the Lancer fits perfectly.
#45
Posté 21 novembre 2013 - 11:38
wngmv wrote...
Don't use it until you get it to X.
At level 1 , the Lancer does better than most rares at 10.
#46
Posté 21 novembre 2013 - 11:51
These guys have passive bonuses that grant extra spare ammo, not bigger ammo mags, I don't think that benefits the lancer at all.FluffyCannibal wrote...
Use it on characters with increased ammo capacity, i.e. Juggernaut, BatSol or Destroyer. It will increase the clip size and pretty much make it a normal Assault Rifle (well, as long as you don't spray it everywhere)...you probably won't run the clip down completely
The destroyer does get bigger mags though, but his RoF Boost counteracts this somewhat, I'd favour a typhoon or a PPR on him.
The lancer is still a good choice on the Jugg, even though he doesn't get an mag boost, as it prevents him from wasting time crawling to ammo crates.
It's especially good if you fire off siege pulse's in between lancer bursts. to give it a chance to cool.
#47
Posté 22 novembre 2013 - 01:18
SirFragsALot333 wrote...
wngmv wrote...
Don't use it until you get it to X.
At level 1 , the Lancer does better than most rares at 10.
The Claymore
Pirahna
Widow
Reegar
Raider
Arc Pistol
Carnifex
GPS
and most of the rares would like to have a word with you
Modifié par modok8, 22 novembre 2013 - 01:19 .
#48
Posté 22 novembre 2013 - 01:32
#49
Posté 22 novembre 2013 - 03:00
(if anyone cares)...
1) The Magazine Upgrade + Stability Dampener works better than what I had. I added Armor Piercing Ammo.
2) Headshots seem the way to go with the Lancer. So, I used the Targeting mod with a character with the headshot bonus.
3) I think that I could kill things much faster when I aimed (instead of hip-fire). Not sure if there is a hip-fire penalty or if it's just easier to target the head when aiming.
4) I solved my overheat problem by using Biotic Charge with a Vanguard. The Lancer never overheats before my power recharged so as long as I took a break to do a biotic charge I never overheated. Problem solved!
5) I tried the thermal clip trick to skip the overheating reload animation and it does work... However, the Lancer still needs to recharge! If you start shooting the gun without waiting it will overheat immediately.
In conclusion, although I enjoy the Harrier, I get tired of running to ammo crates. With the Lancer, I never have to visit an ammo crate unless I am using grenades. So, I can see how either weapon could complement whatever play style I want to use.
Modifié par Lord Nutfork, 22 novembre 2013 - 03:09 .
#50
Posté 22 novembre 2013 - 08:46





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